

#include "CTestSceneNode.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "S3DVertex.h"
#include "os.h"

namespace irr
{
    namespace scene
    {

        //! constructor
        CTestSceneNode::CTestSceneNode(f32 size, ISceneNode* parent, ISceneManager* mgr, s32 id,
            const core::vector3df& position, const core::vector3df& rotation,	const core::vector3df& scale)
            : ISceneNode(parent, mgr, id, position, rotation, scale)
        {
#ifdef _DEBUG
            setDebugName("CTestSceneNode");
#endif

            u16 u[36] = {   0,2,1,   0,3,2,   1,5,4,   1,2,5,   4,6,7,   4,5,6, 
                7,3,0,   7,6,3,   9,5,2,   9,8,5,   0,11,10,   0,10,7};

            s32 i; // new ISO for scoping problem with different compilers
            for (i=0; i<36; ++i)
                Indices[i] = u[i];

            Material.Wireframe = false;
            Material.Lighting = false;

            // nicer texture mapping sent in by Dr Andros C Bragianos 
            // .. and then improved by jox.
            Vertices[0]  = video::S3DVertex(0,0,0, -1,-1,-1, video::SColor(255,255,255,255), 0, 1); 
            Vertices[1]  = video::S3DVertex(1,0,0,  1,-1,-1, video::SColor(255,255,255,255), 1, 1); 
            Vertices[2]  = video::S3DVertex(1,1,0,  1, 1,-1, video::SColor(255,255,255,255), 1, 0); 
            Vertices[3]  = video::S3DVertex(0,1,0, -1, 1,-1, video::SColor(255,255,255,255), 0, 0); 
            Vertices[4]  = video::S3DVertex(1,0,1,  1,-1, 1, video::SColor(255,255,255,255), 0, 1); 
            Vertices[5]  = video::S3DVertex(1,1,1,  1, 1, 1, video::SColor(255,255,255,255), 0, 0); 
            Vertices[6]  = video::S3DVertex(0,1,1, -1, 1, 1, video::SColor(255,255,255,255), 1, 0); 
            Vertices[7]  = video::S3DVertex(0,0,1, -1,-1, 1, video::SColor(255,255,255,255), 1, 1); 
            Vertices[8]  = video::S3DVertex(0,1,1, -1, 1, 1, video::SColor(255,255,255,255), 0, 1); 
            Vertices[9]  = video::S3DVertex(0,1,0, -1, 1,-1, video::SColor(255,255,255,255), 1, 1); 
            Vertices[10] = video::S3DVertex(1,0,1,  1,-1, 1, video::SColor(255,255,255,255), 1, 0); 
            Vertices[11] = video::S3DVertex(1,0,0,  1,-1,-1, video::SColor(255,255,255,255), 0, 0); 

            Box.reset(0,0,0); 

            for (i=0; i<12; ++i)
            {
                Vertices[i].Pos -= core::vector3df(0.5f, 0.5f, 0.5f);
                Vertices[i].Pos *= size;
                Box.addInternalPoint(Vertices[i].Pos);
            }
        }



        //! destructor
        CTestSceneNode::~CTestSceneNode()
        {
        }


        //! renders the node.
        void CTestSceneNode::render()
        {
            /*
            011         111
            /6--------/5        y
            /  |      / |        ^  z
            /   |     /  |        | /
            010 3---------2  |        |/
            |   7- - -| -4 101     *---->x
            |  /      |  /
            |/        | /
            0---------1/
            000       100       
            */

            video::IVideoDriver* driver = SceneManager->getVideoDriver();

            driver->setMaterial(Material);

            driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);

            driver->drawIndexedTriangleList(&Vertices[0], 12, &Indices[0], 12);
        }



        //! returns the axis aligned bounding box of this node
        const core::aabbox3d<f32>& CTestSceneNode::getBoundingBox() const
        {
            return Box;
        }


        void CTestSceneNode::OnPreRender()
        {
            if (IsVisible)
                SceneManager->registerNodeForRendering(this);

            ISceneNode::OnPreRender();
        }


        //! returns the material based on the zero based index i. To get the amount
        //! of materials used by this scene node, use getMaterialCount().
        //! This function is needed for inserting the node into the scene hirachy on a
        //! optimal position for minimizing renderstate changes, but can also be used
        //! to directly modify the material of a scene node.
        video::SMaterial& CTestSceneNode::getMaterial(s32 i)
        {
            return Material;
        }


        //! returns amount of materials used by this scene node.
        s32 CTestSceneNode::getMaterialCount()
        {
            return 1;
        }




    } // end namespace scene
} // end namespace irr

